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EN
Traditionally, pre-planned orthopedic surgery is based on a patient’s CT and MRI images of patients. While these images can illustrate a patient’s organ from different angles, they might not show all injuries that could cause possible complications. Besides, only visualizations with 3D models are not sufficient because they do not allow to fit and adjust necessary tools and components. In the paper the pre-surgical planning with the use of a printed 3D bone model is presented. On the basis of this case all the stages of preparation and printing the 3D model have been described in detail. The potential benefits from the use of the 3D printing technology have been collected.
PL
Tradycyjnie, ortopedyczne zabiegi chirurgiczne wykorzystują do planowania obrazy tomografii komputerowej lub rezonansu magnetycznego pacjenta. Umożliwiają one wizualizację struktur anatomicznych w różnych płaszczyznach, jednak na ich podstawie nie jest możliwe pokazanie wszystkich możliwych położeń anatomicznych oraz potencjalnych powikłań z nimi związanych. Zastosowanie wyłącznie wirtualnych modeli trójwymiarowych nie pozwala na zaplanowanie położenia wybranych struktur oraz narzędzi chirurgicznych podczas zabiegu. W artykule przedstawiono etapy powstawania drukowanego modelu 3D do planowania zabiegu ortopedycznego oraz potencjalne korzyści wynikające z użycia technologii druku 3D.
2
Content available remote Serious games in medicine
EN
Computer and video games are increasingly being used for serious purposes and not only for entertainment. In recent years, we have observed a very fast market development of serious games, which are used for education, simulation, research, health, and therapy purposes. This article describes the main features of serious games used for health. This group of serious games includes health promotion games (for example, game on healthy nutrition, physical activity), games with information about diseases and treatment procedures, rehabilitation games (also known as “exergames”), games for cognitive distraction during painful medical procedures, and games with psychology content. Three examples of serious games for health were described in this article. This article also presents the design prototype of a psychology-centered serious game, Mission – Master Your Fear, which focuses on issues and problems of preschool children.
PL
Gry poważne stanowią programy, których celem nie jest tylko dostarczenie samej rozrywki. W swym założeniu mają realizować z góry zdefiniowane, mierzalne cele dydaktyczne. Co za tym idzie sukces i postęp w grach poważnych będąc normatywnym celem nauczania wiąże się ze zdobywaniem konkretnych, zamierzonych umiejętności. W celu sprawdzenia skuteczności działania takiej gry powinno się ją poddać procesowi ewaluacji. Artykuł opisuje projekt ewaluacji gry poważnej na podstawie stworzonego prototypu gry dla dzieci w wieku przedszkolnym zorientowanej na cele psychologiczne.
EN
Serious games are programs whose purpose is not only to provide pure entertainment. It sets out to advance should achieve specific, measurable educational objectives. Hence the success and progress in the games is major normative goal of teaching involving the acquisition of specific, desired skills. To verify the effectiveness of such game it should be evaluated. The article describes a project of evaluation a serious game prototype focused on psychological goals created for pre-school children.
4
Content available Scripting language in serious games for psychology
EN
Computer and video games are more and more used for serous purposes not only for entertainment. In few last years we can observe very fast market development of serious games. They are used to education, simulation, research, health and therapy purposes. This paper describes main features of serious games used for psychology. Specialists prepare scenarios of games with therapeutic points. To fast, easy and efficient implementing such scenario of game the scripting language can be used. In this paper the main features of the scripting language the Sciptarin to support implementing serious games for psychology were described.
EN
This paper presents general survey of subdivision schemes using for modeling 3D object of arbitrary topological type. The way of analyzing main properties of subdivision surfaces is also presented. This mathematical set of tools allow to use subdivision as well defined predict block in multiresolution analysis of surface meshes by second generation wavelet.
PL
Artykuł prezentuje przegląd metod modelowania obiektów 3D za pomocą podpodziału powierzchni. Został przedstawiony sposób analizy głównych właściwości powierzchni, które powstały w wyniku zastosowania schematów podpodziału. Ten zestaw matematycznych narzędzi pozwala na użycie schematów podpodziału jako bloku predykcji w wielorozdzielczej analizie siatek powierzchni za pomocą falek drugiej generacji.
PL
Artykuł przedstawia ogólny opis konstrukcji i zastosowań falek w wielorozdzielczej analizie trójkątnych siatek powierzchni obiektów 3D. Falki te powstają z wykorzystaniem technik podziału powierzchni, co umożliwia przedstawienie powierzchni w wielu poziomach rozdzielczości. Opisany został również sposób uogólnienia falek pierwszej generacji w falki drugiej generacji wraz ze schematem liftingu jako narzędziem ich konstrukcji.
EN
This paper presents general description of construction and using wavelets in multiresolution analysis of triangular surface meshes of 3D objects. Introduced wavelets arę built from subdivision surfaces which enable to obtain surfaces in different levels of resolution. The generalization to the second generation wavelets from first generation ones with lifting scheme as construction tool was also presented.
EN
For today's economy, information is a factor that affects the company's value as much as traditional production factors: capital, or labour. Next to land, labour and capital, information is considered the fourth production factor, performing various functions, dependent on its use, management level, managers' foresight and activity, and the complexity of the activity's results. Greater value of information results from more intense competition on all the levels and dimensions of business activity. The market economy is characterized by a constant process of interplay between the supply and demand created by market players, hence a great demand for clear, synthetic and relatively comparable information. The economic situation of the company, as well as the conditions specific for the industry also affect the company's results. To maximize the economic effect of the information, the companies should develop fast-reaction systems supported by computer science, which would reduce the gap between the tasks. The information is gathered usually in the environment, hence it is of great importance to realise that not all the company's information needs are rational, and that their full satisfaction leads to an enormous increase in real costs of its acquisition. It is also significant to distinguish between the needs related to decision-making, and the information needs themselves.
EN
Every economic performance requires capital, both owner's equity and liabilities. Using of provides a company with most stability and financial independence. Though in practice financing of company performance based only on owner's equity is not sufficient. Capital taken from outside usually is necessary. In many cases the liabilities are indispensable to run an enterprise successful. In addition this capital enhance the profitability of owner's equity-and gives the effect called as leverage.
EN
A company must raise sufficient capital to supply its long-term needs for fixed--asset investments and its must do so at the lowest possible cost. Capital can be taken from two sources: from debt by borrowing long-term funds in the market, and from equity by issuance of common or preferred stock, or by retaining and accruing earnings. The mix of long-term debt and equity is referred to as the firm's capital structure. This structure is partly determined by, and it partly determines, the cost of the different sources of capital, and it strongly influences the per-share profitability of the firm. The cost of capital is the return that must be generated from all the assets to cover the interests and provide the owners the appropriate rate to return on equity.
EN
Managing the asset structure consists of determining the mix and type of assets listed on the firm's balance sheet. The term mix refers to the value of current assets to fixed assets. Having decided on the mix, the financial manager will try to maintain optimum levels of each type of current asset. Managing the Firm's asset structure depends on activity ratios. Activity is the indicator of how fast the firm converts its receivables and inventories into cash. The article presents analysis based on assets company Z. This company looks good when compared with industry results.
EN
Every economic performance requires capital, both domestic and outside one. Using of domestic capital provides a company with most stability and financial independence. Though in practice financing of company performance based only on domestic capital is not sufficient. Capital taken from outside usually is necessary. In many cases the outside capital is indispensable to run an enterprise successful. In addition this capital enhance the profitability of domestic one and gives the effect called as leverage. That is why the right capital structure is essential for efficiency of every company performance.
EN
The article covers efficiency problems of the management of the capital in a company. Generally enterprise performance can be financed by domestic capital or outside capital. The most important point is to find out the conditions which decide about the best capital structure.
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